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Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
2018-06-06, 11:49 PM
Post: #21
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-06 10:33 PM)MizarLuke Wrote:  Pretty nice. Looks a bit like a sub, but pretty good.

I myself would have given it like 5 of those turrets, but I always give my stuff too much gun...

I was thinking that myself. I'm gonna have to make a sub at some point Big Grin
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2018-06-08, 05:49 AM
Post: #22
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-06 09:46 PM)Shaun Wrote:  Torpedo Boat: Nymph Class
The Nymph Class Torpedo boat is designed to be a cheap and quick to build, able to compliment larger ships or work well in groups. They feature 8-metre torpedoes with both explosive and frag warheads for maximum damage against ships. These new torpedoes are designed to propel themselves straight to a target hull, no matter if they're on the surface or a hundred metres under. The boat also features 4-twin 3.5inch cannons with generic AP rounds; effective against both sea and air targets.

Nymph Class
Type: Torpedo Boat
Cost: 7,462 resources
Displacement: ~470 tons, 709 blocks
Length: 59m
Beam: 9m
Draught: 5m
Installed power: 1x 400hp fuel engine.
Propulsion: 2 x 3metre screws
Speed: average 17.0m/s (33.0kn).
Endurance: ~2 hours 20 minutes (5,000 fuel, max 0.6 fuel/s), or 142km (77nm)
Armament:
-4x2 3.5inch (89mm) cannons @ ~22rpm each. Range 1,500m. (AA capability)
-5 Eight-metre torpedoes; 5 explosive, 3 frag. Range 5,000m.
Projectile:
-3.5inch cannons; GP->GP->GP->HE->HE->SQ head.
Armour: 1m-2m wood all round.
Other notes:
-No detection.
-All guns and torpedoes have custom constraints.
-Endurance does not put ammo processors into account.
-4 repair bots.

[Image: qjv3E0C.jpg?1]

[Image: HSyA71F.jpg?1]

[Image: UZIuco8.jpg?1]

Battle effectiveness; not bad actually. Its low profile makes it hard to hit, which is bad for the slower firing guns of the DWG and OW. Its torpedoes are fantastic against weak hulls, and the deeper the hull, the more damage these babies do. The frag helps against metal protection somewhat. The guns are nothing special; they spray ships with tiny holes, slowly but surely eating away what the torpedoes can't. Can take out the occasional duster or two. Don't expect any miracles though; this is a starter vessel through and through.

Cool, just like those pre-WW1 torpedo boats. Really like that someone is appreciating the style of early steam warships.

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2018-06-09, 01:34 AM
Post: #23
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-08 05:49 AM)afjklol Wrote:  Cool, just like those pre-WW1 torpedo boats. Really like that someone is appreciating the style of early steam warships.

Thanks! That’s the idea. There’s something wonderful looking about ironclads and pre-dreadnoughts. I’m trying to stay clear of centralised turrets and huge towering superstructures. I plan to offer ships with more emphasis on broadsides, strange gun and layout configurations, slower projectiles and unnecessarily thick armour. Smile
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2018-06-09, 03:11 AM
Post: #24
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
I would love to see what you could come up with for a mainly fixed-gun ship, maybe like an old wooden sailing broadsider converted to steam props or paddles and coated in metal.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-06-09, 09:44 AM
Post: #25
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-09 03:11 AM)MizarLuke Wrote:  I would love to see what you could come up with for a mainly fixed-gun ship, maybe like an old wooden sailing broadsider converted to steam props or paddles and coated in metal.

I done this a few months back!

Buzzard class: 18-gun paddle frigate.
http://www.fromthedepthsgame.com/forum/s...?tid=33955

Eagle class: 32-gun paddle frigate.
http://www.fromthedepthsgame.com/forum/s...?tid=33976

Vulture class: 60-gun ship of the line, converted to paddle use.
http://www.fromthedepthsgame.com/forum/s...?tid=34031
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2018-06-10, 03:21 AM
Post: #26
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
Looks nice! I noticed the Vulture some time earlier, but didn't realize it was yours. The firepower looks a bit lacking, but that style of ship isn't the most combat effective, though 8, 14, or 29 guns of any strength will hurt. I've got a really good 7x3x3 96rpm 200mm beltfed I'll probably use for some of my own broadsiders at some point, though the double-barrel setup will look a bit odd. I may stick some of them in a turret, too, and see how they do.

If you ever want any help making guns for your ships, I can help you out if you want some more combat-effective designs.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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2018-06-10, 10:38 AM
Post: #27
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
Wow, that is some good looking ships. Some of these would really fit in my upcoming tournament.

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2018-06-10, 10:58 AM
Post: #28
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-10 03:21 AM)MizarLuke Wrote:  Looks nice! I noticed the Vulture some time earlier, but didn't realize it was yours. The firepower looks a bit lacking, but that style of ship isn't the most combat effective, though 8, 14, or 29 guns of any strength will hurt. I've got a really good 7x3x3 96rpm 200mm beltfed I'll probably use for some of my own broadsiders at some point, though the double-barrel setup will look a bit odd. I may stick some of them in a turret, too, and see how they do.

If you ever want any help making guns for your ships, I can help you out if you want some more combat-effective designs.

No thanks Mizar, if I was going for combat effective, I would have built them as such. The point in my ships is that OP designs can be extremely boring and battles are also quick and boring with little suspense. Of course, you are free to up-gun my designs if you so wish!
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2018-06-10, 10:59 AM
Post: #29
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-10 10:38 AM)harnas1977 Wrote:  Wow, that is some good looking ships. Some of these would really fit in my upcoming tournament.

Cool, I’ll have to look out for it Smile
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2018-06-10, 03:01 PM
Post: #30
RE: Shaun's Ships! {NEW!} [Nymph Class Torpedo Boat]
(2018-06-10 10:58 AM)Shaun Wrote:  
(2018-06-10 03:21 AM)MizarLuke Wrote:  Looks nice! I noticed the Vulture some time earlier, but didn't realize it was yours. The firepower looks a bit lacking, but that style of ship isn't the most combat effective, though 8, 14, or 29 guns of any strength will hurt. I've got a really good 7x3x3 96rpm 200mm beltfed I'll probably use for some of my own broadsiders at some point, though the double-barrel setup will look a bit odd. I may stick some of them in a turret, too, and see how they do.

If you ever want any help making guns for your ships, I can help you out if you want some more combat-effective designs.

No thanks Mizar, if I was going for combat effective, I would have built them as such. The point in my ships is that OP designs can be extremely boring and battles are also quick and boring with little suspense. Of course, you are free to up-gun my designs if you so wish!

I assumed as such. With my upgraded capture designs (like the Falkenheims), battles only last about 20-30 seconds- a few seconds for beltfed to load to start, a few seconds in the air, a few seconds to drill to AI and ammo, 10 seconds for the timer, 5 to disintegrate if I don't capture it.

(2017-04-20 06:54 PM)Hikari Wrote:  I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

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